2022-04-07 18:46:57 +02:00

277 lines
5.9 KiB
C++

///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// Image scaling and filtering functions.
//
//----------------------------------------------------------------------------
#include "scaleImage.h"
#include <ImathLimits.h>
#include <ImathFun.h>
#include <algorithm>
#include <math.h>
using namespace IMF;
using namespace IMATH;
using std::min;
using std::max;
int
scaleInt (float f, int i)
{
return int (f * i + 0.5);
}
void
scaleX (float f,
int &w, int &h,
int &dw, int &dh,
int &dx, int &dy,
Array<Rgba> &pixels)
{
int dw1 = scaleInt (f, dw);
if (dw1 <= dw)
{
//
// Do nothing if the width of the data window
// woudn't increase by at least one pixel.
//
return;
}
w = scaleInt (f, w);
dx = scaleInt (f, dx);
//
// Copy the pixels to a temporary array
//
Array<Rgba> tmp (dw * dh);
for (int i = 0; i < dw * dh; ++i)
tmp[i] = pixels[i];
//
// Resize the original pixel array,
// and copy the pixels back into the
// resized array.
//
pixels.resizeErase (dw1 * dh);
f = float (dw - 1) / float (dw1 - 1);
for (int x = 0; x < dw1; ++x)
{
float x1 = x * f;
int xs = int (x1);
int xt = min (xs + 1, dw - 1);
float t = x1 - xs;
float s = 1 - t;
for (int y = 0; y < dh; ++y)
{
const Rgba &ps = tmp [y * dw + xs];
const Rgba &pt = tmp [y * dw + xt];
Rgba &p = pixels[y * dw1 + x];
p.r = ps.r * s + pt.r * t;
p.g = ps.g * s + pt.g * t;
p.b = ps.b * s + pt.b * t;
p.a = ps.a * s + pt.a * t;
}
}
dw = dw1;
}
void
scaleY (float f,
int &w, int &h,
int &dw, int &dh,
int &dx, int &dy,
Array<Rgba> &pixels)
{
int dh1 = scaleInt (f, dh);
if (dh1 <= dh)
{
//
// Do nothing if the height of the data window
// woudn't increase by at least one pixel.
//
return;
}
h = scaleInt (f, h);
dy = scaleInt (f, dy);
//
// Copy the pixels to a temporary array
//
Array<Rgba> tmp (dw * dh);
for (int i = 0; i < dw * dh; ++i)
tmp[i] = pixels[i];
//
// Resize the original pixel array,
// and copy the pixels back into the
// resized array.
//
pixels.resizeErase (dw * dh1);
f = float (dh - 1) / float (dh1 - 1);
for (int y = 0; y < dh1; ++y)
{
float y1 = y * f;
int ys = int (y1);
int yt = min (ys + 1, dh - 1);
float t = y1 - ys;
float s = 1 - t;
for (int x = 0; x < dw; ++x)
{
const Rgba &ps = tmp [ys * dw + x];
const Rgba &pt = tmp [yt * dw + x];
Rgba &p = pixels[y * dw + x];
p.r = ps.r * s + pt.r * t;
p.g = ps.g * s + pt.g * t;
p.b = ps.b * s + pt.b * t;
p.a = ps.a * s + pt.a * t;
}
}
dh = dh1;
}
void
normalizePixels (int dw, int dh, Array<Rgba> &pixels)
{
float pMax = -IMATH::limits<float>::max ();
float pMin = IMATH::limits<float>::max ();
for (int i = 0; i < dw * dh; ++i)
{
const Rgba &p = pixels[i];
if (p.r.isFinite())
{
pMax = max (float (p.r), pMax);
pMin = min (float (p.r), pMin);
}
if (p.g.isFinite())
{
pMax = max (float (p.g), pMax);
pMin = min (float (p.g), pMin);
}
if (p.b.isFinite())
{
pMax = max (float (p.b), pMax);
pMin = min (float (p.b), pMin);
}
}
if (pMax <= pMin)
pMax = pMin + 1;
for (int i = 0; i < dw * dh; ++i)
{
Rgba &p = pixels[i];
if (p.r.isFinite())
p.r = (p.r - pMin) / (pMax - pMin);
if (p.g.isFinite())
p.g = (p.g - pMin) / (pMax - pMin);
if (p.b.isFinite())
p.b = (p.b - pMin) / (pMax - pMin);
}
}
void
swapPixels (int dw, int dh, Array<Rgba> &pixels)
{
Array<Rgba> tmp (max (dw, dh));
int dw2 = dw / 2;
int dh2 = dh / 2;
//
// Swap top and bottom half
//
for (int x = 0; x < dw; ++x)
{
for (int y = 0; y < dh; ++y)
tmp[(y + dh2) % dh] = pixels[dw * y + x];
for (int y = 0; y < dh; ++y)
pixels[dw * y + x] = tmp[y];
}
//
// Swap left and right half
//
for (int y = 0; y < dh; ++y)
{
for (int x = 0; x < dw; ++x)
tmp[(x + dw2) % dw] = pixels[dw * y + x];
for (int x = 0; x < dw; ++x)
pixels[dw * y + x] = tmp[x];
}
}